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Old Feb 05, 2006, 06:30 AM // 06:30   #1
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Default The Holy Shield

This is a build I designed for the Team Arenas some time ago, mainly concentrating on monk support skills. The purpose of this build is to keep the entire team alive, while doing a decent amount of damage. What I've found from experience, though, is that while the build is effective, it takes a while to get a kill, just from lack of damage.

The Team

Healing Monk

Divine Favor: 12+2
Healing Prayers: 10+1
Blood Magic: 8

-Divine Boon
-Infuse Health
-Orison of Healing
-Healing Touch
-Dwayna's Kiss
-Heal Other
-Offering of Blood (E)
-Remove Hex

This is just the Fi Boon Healer prebuild, which I used as an example. Much of this build is simply up to the person running it, and it just acts as a standard healer. However, it may be noted that the Healing Monk will be expected to help the other teammates recover from spike damage, thus making the Fi Boon Healer ideal.

Life Bond/Protection Monk

Divine Favor: 12+2
Protection Prayers: 12+3

-Life Bond
-Divine Boon
-Shield of Regeneration (E)
-Mend Ailment
-Reversal of Fortune
-Protective Spirit
-Aegis
-Blessed Signet

This monk should cast Life Bond on all of the other three at the beginning, and Divine Boon on themselves. Use Blessed Signet as much as possible, to keep your energy pool with as much as possible. You should have Balthazar's Spirit on from the Smite Monk, and thus will be gaining energy everytime someone gets hit from behind your Life Bond. Cast Aegis and Protective Spirit to prevent spike damage, and use Reversal of Fortune and Mend Ailment as minor healing spells. Shield of Regeneration is a great skill to use when you or your teammate is getting piled and needs heals badly.

Smiting Monk

Divine Favor: 12+1
Smiting Prayers: 12+3

-Balthazar's Spirit
-Strength of Honor
-Shield of Judgement (E)
-Balthazar's Aura
-Zealot's Fire
-Blessed Signet
-Scourge Healing
-Signet of Devotion

At the beginning of the fight, the Smite Monk should cast Balthazar's Spirit on the Protection Monk and Strength of Honor on the Warrior. Keep Zealot's Fire up for extra damage, and use Blessed Signet to increase your energy pool. Use Scourge Healing to help prevent targets from being healed. Cast Balthazar's Aura and Signet of Judgement on piled teammates. Use Signet of Devotion as a backup heal.

Damage/Spirit Warrior

Axe Mastery: 12+3+1
Strength: 10+2
Beast Mastery: 6
Wilderness Survival: 6

-Eviscerate
-Executioner's Strike
-Axe Rake
-Tiger's Fury
-Sprint
-Warrior's Cunning
-Symbiosis
-Frozen Soil

The Warrior's job is to do as much damage as possible, as well as provide a main source point for the Smite Monk's spells to travel through. Use Axe Rake to slow fleeing enemies, Warrior's Cunning to make sure your attacks hit, and Tiger's Fury and Flurry to hit as quickly as possible. The Warrior must also maintain Symbiosis, as well as Frozen Soil after the first enemy has been killed.

Variations

I have thought about replacing the Bond/Prot monk's Divine Boon with Balthazar's Spirit; In this way he can cast it on himself and the Smite Monk can have another point of energy regen.

For more energy management, the Smite Monk could replace Shield of Judgement with Signet of Judgement.

For more damage (But scrapping the spirits) the TF Warrior could be replaced with a Gale Warrior.

You may wish to add ressurection signets. I find that if anyone dies, we have basically already lost, therefore they are unneeded in this build.

Last edited by Jagflame; Feb 05, 2006 at 06:42 PM // 18:42..
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Old Feb 05, 2006, 06:56 AM // 06:56   #2
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Hmm yeah, MAYBE a rez signet would be a good idea. Hmm, just maybe. Hmm. Maybe. Yeah... maybe. Hmm. But why would you want to rez someone? Not as if they're going to die. O_O Hmm. Yeah.
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Old Feb 05, 2006, 10:42 AM // 10:42   #3
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Two monk backlines in Arena are weak. There really is no two ways about it. It makes for good noobstomping, but the minute you hit a team which actually has a decent monk and three decent offensive characters, you are going to get rocked.
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Old Feb 05, 2006, 10:46 AM // 10:46   #4
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Quote:
Originally Posted by Jagflame
Damage/Spirit Warrior

Axe Mastery: 12+3
Strength: 10+2
Beast Mastery: 8

-Eviscerate
-Executioner's Strike
-Axe Rake
-Tiger's Fury
-Flurry

-Warrior's Cunning
-Symbiosis
-Frozen Soil
What the... just... what?
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Old Feb 05, 2006, 02:15 PM // 14:15   #5
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Quote:
Originally Posted by xRustyx
Hmm yeah, MAYBE a rez signet would be a good idea. Hmm, just maybe. Hmm. Maybe. Yeah... maybe. Hmm. But why would you want to rez someone? Not as if they're going to die. O_O Hmm. Yeah.
As I already mentioned, I find that if someone dies then you're screwed already. With this build that is. As soon as one person falls, the rest of it basically falls apart.

Quote:
Originally Posted by JR-
Two monk backlines in Arena are weak. There really is no two ways about it. It makes for good noobstomping, but the minute you hit a team which actually has a decent monk and three decent offensive characters, you are going to get rocked.
Yeah... it just doesn't have enough damage. But hey, I tried. This is my first real team build, so I figure it shouldn't even be all that good. :P

Quote:
Originally Posted by NatalieD
What the... just... what?
Thanks for the extremely constructive comment...
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Old Feb 05, 2006, 02:53 PM // 14:53   #6
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Quote:
Originally Posted by Jagflame
Thanks for the extremely constructive comment...
Agreed, not very constructive. But it is fairly clear to see the point he was getting at, why TWO IAS stances, but no speed buff like sprint?
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Old Feb 05, 2006, 03:09 PM // 15:09   #7
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Yeah, that would be a good change. I think I rushed the Warrior build when I wrote it out. Thanks for the input.
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Old Feb 05, 2006, 05:15 PM // 17:15   #8
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you rushed everything...
i don't see this build work
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Old Feb 05, 2006, 05:29 PM // 17:29   #9
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For your smite monk is he casting Balthazaurs spirit on himself? If not your stuck with 2 energy regen and youl gain a great 6 energy from blessed signet. Mabye you can Arcane Echo SoJ so if you go against some warrior who switches targets he will take more dmg.

For your bonder. SoR and Aegis cost 15 energy to use i think and youl have a 0 energy regen. you only gain 12 energy from blessed signet whitch is ok but if you maintain balthazaurs spirit on yourself that lets you get 15 energy from blessed signet. I suggest bringing an alternate way to gain energy like Mantra of Recall or Drain Enchantment.

For your warrior. Warriors cunning is a good skill but the 60 recharge time is a killer. Mabye you could bring Apply poison for more pressure on the enimies monks. Instead of Executioners Strike you might be able to throw in Penetrating Blow or Disrupting Chop. You should probably put some points in Wildy Survival since your gonna have a level 1 frozen soil which isnt that effective.

If someone dies the build isnt over it can still work. It actualy depends who dies. If the healer, smiter, or warrior dies then they can be poped back up then keep goin. If the bonder dies the extra protection goes away.
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Old Feb 05, 2006, 06:03 PM // 18:03   #10
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Thanks for the input Scars.

The Smite Monk is casting Balthazar's Spirit on the Protection Monk. This basically eliminates a lot of the energy problems for the him, as he'll gain energy every time someone gets hit from behind one of his Life Bonds.

However, the Smite does probably need better energy management.

Yeah, one again it shows I rushed the warrior build, I'll definitly need to change the attributes around. The other skill changes could work, and I'd like to see them ran out in a battle.
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Old Feb 08, 2006, 08:39 PM // 20:39   #11
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i would get rod os SoJ, because the other team will A. remove it, B. just stop attacking, C. degenrate him to death
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Old Feb 08, 2006, 11:10 PM // 23:10   #12
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Holy Shield Batman!


Quote:
What the... just... what?
Yea, these type of responses just crack me up. I just left a guild full of these types........nice to be out. They were a bunch of 16 yr olds that copied builds and then blamed each other when they didn't know how to use them.....screaming on VENT. Comedy. Now, not picking on the person who said this....they may be wonderful people, just the attitude behind it. It gets tiresome.


So keep trying OP......least you are thinking on your own.

Last edited by sun is in us; Feb 08, 2006 at 11:33 PM // 23:33..
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Old Feb 24, 2006, 08:30 PM // 20:30   #13
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You'll want to be careful there, interrupting rangers have gotten a HUGE spike in popularity recently...I keep running into teams of ~4 of them (was on one once...killed everything that moved the second someone called a target).
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Old Mar 23, 2006, 04:04 PM // 16:04   #14
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Default Interrupts will be the death of this build

The biggest problem with this build is that you have the monks relying on Blessed signet which is an easy interrupt. Not to mention that all of those enchantments you are running are bound to be stripped.

To fix the interrupt problem -- you could run mantra of resolve if your monks are Mo/Me. But that will cost energy every time an interrupt is avoided by resolve. Or 2nd option (which I prefer) you could have both monks bring BR (blood ritual), in place of blessed signet, and have them Battery for one another -- if secondary is Necro.

Bottom line this build will struggle against mesmer classes stripping enchantments, thereby causing dmg &/or regaining energy, and of course null and voiding your bonds.
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Old Mar 23, 2006, 07:44 PM // 19:44   #15
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i just thought it was a joke at first, with the first build being the Fi-Boon heal from the pre-made builds.

just take it as a joke ppl, and you'll see it in a new way.
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Old Mar 25, 2006, 07:54 AM // 07:54   #16
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The individual builds have issues, but the greater problem is the build concept as a whole. You have a single source of damage, your warrior. All other damage is designed to work off him. Should your warrior get disabled you are pretty much done. Considering the fact you run 3 monks and only 1 copy of mend ailment is pretty bad too. If you really want to do this you need draw conditions. You can easily fit it on the smiter by dropping scourge healing. Scourge doesn't hurt the enemy team unless you have a very high amount of pressure anyway.

Why does your smiting monk run blessed sig if he only has one maintained enchant?
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Old Apr 18, 2006, 08:07 PM // 20:07   #17
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I just dont think this build will work - just a boon prot played well can do nearly the same amount of healing/protecting. Smiters - not really FOTM anymore - people know too well what to do against them. Enchantment removal (which most good teams will carry) will remove your SoJ and then a ranger or ele can bring you down easily. I can think of so many counters to this build that are automatically in many of the more common builds - if your healing monk goes down then your bonder won't keep the others up easily - the whole two monk backbone is a bit of a waste of time. The best way to do it would be dual boon prots however that would be overkill and a waste of space. Half of the time they would just be spending sitting there while the other monk did all that was needed. Much better just to take more damage or shutdown.
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